Base Class: Fighter
Warder archetype excels in receiving and deflecting blows, using your shield to soften the impact and putting yourself in harm's way for your teammates.
Aggressive Posture
Starting at 3rd level, The Warder learns the way to convert their assaults into defense, turning the momentum of their attacks into a way to deflect blows. While you are wielding a shield, when you make a successful melee attack against a creature, you gain one charge of Bulwark. You can have up to 3 charges of Bulwark at a time. You lose all charges of Bulwark after you've been out of combat for one hour. While you have a charge, you are resistant to the next instance of Bludgeoning, Slashing and Piercing damage you take, and a charge is consumed when this feature is activated even if you are already resistant to that damage.
At 8th level, your maximum stack increases to 4.
At 13th level, your maximum stack increases to 5.
At 16th level, you gain charge of Bulwark from all melee attacks against creature made instead of only successful melee attack.
Protection reflex
At 7th level, The Warder starts to view their allies as ones who need to be protected, willing to go into harm's way to keep them safe. When an ally creature you could reach with your movement speed would be hit by an attack that you can see, you can use your Reaction to move into the ally's position so long as you have a clear path (this movement provokes Attacks of Opportunity). The ally is shunted to the open space closest to you, opposite the attacker (Use flanking rules (as though the ally would be flanking you with the attacker) to determine eligible spaces; if there are multiple, the ally may choose). The intercepted attack automatically hit you instead.
At 18th level. While you have charges of Bulwark, you can use Protection Reflex on single-target effects that you can see targeting an ally creature as well, the conditions are the same as if you're intercepting an attack. That effect is directed to you rather than the ally, you automatically fail the save if have one and suffer the normal effects.
Diverse techniques
At 10th level, The Warder starts to adapt their martial technique to be more diverse even among those that practice the same archetype. You choose between one of these two features to adapt to:
Everchanging Aegis
The Warder has learned the way to absorb the part of the element they're hit with to become more resilient against it in future. When you would take Acid, Cold, Fire, Lightning, Poison or Thunder damage, you can choose to gain resistance to the triggering damage type until the end of your next turn(if that instance of damage dealt multiple types, you choose one), expending a charge of Bulwark. While this feature is in effect, at the end of your turn you can expend one charge to extend the effect until the end of next turn. When the effect runs out, you cannot use this feature again until the start of your next turn. You can have multiple types of resistance from this feature at a time, expending one additional charge at the end of turn to extend for each type.
Reinforce
The Warder's resilience and unrelenting will becomes motivation that drive forward both them and the allies nearby, bolstering their stamina and defense. As an action, you can spend any amount of your Bulwark charges, then choose a number of creature that can hear you within 60ft up to the amount of charges you've spent. All creature chosen gain temporary hitpoints equal to your twice your fighter level until the start of your next turn.
You can only use this feature a number of times equal to your Proficiency bonus.
Conditioned blocker
At 11th level, The Warder switches their aim from the cutting edge unlike the majority of those that practices this martial style, opting instead for a defensive approach and deflection tactics. You make one less attack whenever you take the Attack action on your turn. When using Protection reflex, if you have a charge of Bulwark after you have taken damage, you can expend 2 charges to reduce the damage taken by an amount equal to your Fighter level. If the damage is reduced to 0, the attack is considered missed.
Braced Collapse
At 15th level, The Warder been through the worst of it, staring death in their eyes many times before, and they've learned how to brace themselves for the last stand. When you are going to take damage which reduce your hit point to 0, you can expend all charges of Bulwark you currently have and reduce that damage by 5 per charge expended. If the damage after reduction would result in your hit point being higher than 1, you are at 1 hit point.
Pushing limit
At 15th level, The Warder gains more choices to diversify their battle capabilities, but it doesn't stop them from relearning the older ones as well. When you finish a long rest, you can switch your chosen Diverse techniques feature with another one. You also gain one of these two features:
Risky rusher
The Warder start to become addicted to thrill of speed, happily dashing and rushing all over the battleground, providing the heavily cladded distraction. During your own turn, every 15ft of movement you use you gain one charge of Bulwark. When you use Protection reflex, after the attack or effect has been resolved, you can move up to your remaining movement speed(unless you are incapable of doing so). When you move out of an enemy's range, you can expend a charge of Bulwark to force an Attack of opportunity by them against you using their Reaction. When a creature has taken Attack of opportunity against you, all attack rolls made against them have advantage until the start of your next turn. Your maximum charges of Bulwark also increases by an amount equal to Dexterity modifier.
Steady defender
The Warder start to see flaws in dashing and resetting their footing when hastily advancing, taking it slow they could cover grounds at safer pace and protect their allies more easily. At the end of your turn if you have more than half of your movement speed remaining, you gain charges of Bulwark by an amount equal to half of your Constitution modifier, when that effect happens you can also expend 3 charges of Bulwark to pick an ally creature within 15ft of you, that creature is Guarded by you until you are incapacitated or use this feature on another ally creature. Once before the start of your next turn, when the Guarded creature would be hit by an attack, you can use Protection reflex on them without expending your Reaction. Your maximum charges of Bulwark also increases by an amount equal to your Constitution modifier.
Bastion
At 18th level, The warder becomes one with the shield they hold, as their instrument of battle and their symbol of protection, going out of their way to push it to breaking point. While you are wielding a shield, can use your action to gain temporary hit point equal to (10 x charges of Bulwark you currently have), you expend all charges after doing so, you lose the temporary hit points when you are no longer holding the shield. While you have the temporary hit point from this feature, when you use Protection reflex, the attack no longer automatically hits you, rather needing to make an attack roll, as if the attack originally targets you. When the temporary hit point gained is reduced to 0, you lose all benefits you get from the shield you used for this feature, the shield no longer provides AC bonuses, any additional effects, nor can it use for this feature, until a creature with proficiency in Smithing tools spends at least one hour ‘repairing’ the shield.
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